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 Post subject: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Sun Nov 06, 2011 11:07 am 
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Grand Master
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Okay, so with Skyrim coming out in less than a week, I'd like to continue the idea with the Morrowind Guide in an effort to prepare for new TES fans who are brought in by Skyrim and decide to play Oblivion. I'll be constructing this guide, with links to relevant Wiki pages and topics, and will be expanding both guides, as soon as my exams finish in a couple of weeks.

I'd appreciate all the help I can get, so feel free to post your contributions and I'll see about adding them to the Guide. Also feel free to ask any questions about the game, and we'll start to build up a FAQ.

First of all, I'll provide a link to this Oblivion Character Creation Help Thread, for anyone who needs help creating their character. It's still a WIP, but I'll finsih it off too during the Summer (yay for a month + of holidays!).

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Last edited by OblivionDuruza on Mon Nov 07, 2011 6:56 am, edited 1 time in total.

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 Post subject: Re: New to Oblivion: A Guide and FAQ for begginers
PostPosted: Mon Nov 07, 2011 5:57 am 
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Apprentice
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Idk if you have added this, but choosing between shortswords and longswords.

Longsword: further range, and usually higher damage number
Shortsword: faster attack speed, slightly less damage, but higher chance to be hit in melee combat.

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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 7:00 am 
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Grand Master
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I'll be sure to make a fairly comprehensive set of notes on Weapon choice when I come to combat. First off I'll try and finish Character Creation, but right now I have exams and a bunch of last minute assessment tasks to contend with. Skyrim hasn't chosen the most auspicious time for me :lol:. Anyway, thanks for the input, this is what I have so far from my older thread:
OblivionDuruza wrote:
Race:
As far as I see it, it's fairly easy to split the 10 races into different categories, as each one is clearly designed to be best utilised in a certain playstyle. Obviously you shouldn't feel restricted by this, but it's good to know.

Combat Orientated
Offensive: Redguard - Redguards are "the most naturally talented warriors in all of Tamriel," stats-wise, this translates to strong, agile and quick warriors who deal a lot of damage, quickly. Their Adrenaline Rush power reflects this and their tendency to favour lighter armours and faster blades is also reflective of their natural abilities.
Defensive: Orc - Orcs are the more defensie of the two main combat races. Their naturally high Endurance and Willpower reflect their resistance to both physical and magical attacks, added to by their inherent resistance to magicka. Their skill bonuses also make for a highly equipped tank who can take a ton of damage and still keep kicking.
Mixed: Nord - The Nordic race combines offence and defence to give an overall powerful warrior. Natural abilities and resistances are nice, but they don't help this race fit into much other than your warrior build.

Magic Orientated
Offensive: Altmer - The Altmer get better bonuses to skills and a larger Magicka reserve than the Bretons, but unlike their Manmer brethren, they are subject to weaknesses. This can mean that choosing an Altmer will require more work to create an 'invincible' character.
Defensive: Breton - The Breton race is clearly the less offensive of the two Magic orienated races. They lack any bonus to Destruction, but they benefit heavily from resistance to Magicka and a fairly powerful shield spell making them an ideal choice for a run of the mill type mage or a Mage utilising the Apprentice Birthsign.

Stealth Orientated
Thief: Khajiit - The Khajiit makes a fine thief and can fall into other classes too. However, Khajiit players are more likely to fall into the thief/thug area as the Khajiit is not as geared towards assassination as its counterpart, the Bosmer. The Khajiit appears, to me at least, to be a Stealth/Combat sort of race.
Assassin: Bosmer - Bosmer are quite focuses on ranged combat, particularly with the bow. They are well built for stealth, but are more magically inclined then their Khajiiti counterpart. Their racial skill bonuses are very coherent and fit well into a thief/assassin build. It is worthy of note, that a Bosmer warrior is normally a dead one.

Mixed/Jack-of-all-trades
Imperial - You can get a fair amount of combat/stealth mileage form an Imperial, and it's not to hard to make a mage out of one either. Imperials convey no great bonuses, but for a first time their skill bonuses and stats can be handy because they are things you use throughout the game. For example, mercantile is used every time you interact with merchants, and speechcraft is necessary to gather information for some quests.
Argonain - Argonians can make very good thieves with the correct class, but they can make decent warriors and even mages too (particularly the females). Their racial abilities are fairly incoherent, but nonetheless useful in the everyday travels across Cyrodiil.
Dunmer - Dunmer are, in my opinion, the most well balanced race. They are not the masters of any particular specialisation, but they effectively combine offensive skills from each of the three specialisations and can be played well as battlemages, nightblades and similar combat/mage or stealth/mage classes. It should be noted however, that the Dunmer are more offence orientated and can suffer in combat if they do not focus on a high damage-per-second style of attack.
OblivionDuruza wrote:
Gender:
Gender in Oblivion is mostly a Roleplaying Element, but as a general rule, males tend to be more combat orientated, whilst females tend to be more capable as mages. There are obvious exceptions, but the game follow simple gender roles and it can sometimes be quite fortuitous to choose a particular gender for particular builds.

For example, an Argonian Mage will work better as a female than as a male, however a male will make a fairly better thief.

One notable use of gender to create a more powerful character, are the Orcs. Female Orcs, while suffering even greater penalty to Personality than their male counterparts, do not have the same penalty to Intelligence, and still benefit from boosts to Endurance and Willpower. This can allow Orcish females to become successful battlemages, a feat not as easily achieved by males of the race.

However, as always, players need not be restricted by this, as the game is designed so that starting stats mean little later in the game. All in all, gender is a strong roleplaying element at your disposal.

I'm looking to finish off Birthsigns, then Class, and then go back over them all and reword and touch it up a bit. Constructive criticism welcome, but be gentle.

And a reminder, and questions on Oblivion are encouraged too, no need to start a new thread for your question necessarily, just ask away here. :wink:

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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 9:37 am 
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Just to make a point OblivionDuruza, when youre doing birthsigns, just mention if anyone wants to try and become a vampire, try not to go as the Lord.

Fire weakness, y'know...kind of annoying :(

Some of the star signs are quite obvious, however don't always go for the obvious choice...sometimes a Warrior/Barbarian can go well with the Steed...

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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 1:19 pm 
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OblivionDuruza wrote:
I'd appreciate all the help I can get, so feel free to post your contributions and I'll see about adding them to the Guide.


I started to write an Oblivion guide by myself, but I never finished it. At least for now. If you want, you can get incomplete version from:

http://mkoskim.drivehq.com/oblivion/oblivion.pdf


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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 1:20 pm 
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Grand Master
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That's awesome :mrgreen:. I'll have a look at that, and if you'll allow I'll potentially link to, or use that along with the Wiki and the stuff inside my head + anyone else who wants to post something.

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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 1:38 pm 
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OblivionDuruza wrote:
I'll have a look at that, and if you'll allow I'll potentially link to, or use that along with the Wiki and the stuff inside my head + anyone else who wants to post something.


Unless I finish it, I think it is not worth of linking, instead you can take anything you like from it to your own work. If you want, I can send you the .sxw file for possibly cut'n'pasting? I also have character statistics not present in that version, you can also have them, too, if you decide to use them in your work.


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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Mon Nov 07, 2011 9:38 pm 
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One thing that could do with being in the guide is how to pick your majors and minors. From viewing a lot of these threads of people asking for help, it seems a lot of them are of the opinion that if they want to use a skill often, they MUST make it one of their majors. New players could do with a little education on the levelling system, both in terms of monster scaling and efficient levelling, and how their choices of majors or minors can make this easier or harder. Though, with the addition that if you DO make the skills you'll commonly use be your major skills (Like, making a thief character and actually using the thief class), you will progress through the game faster, and things won't become impossibly difficult (and in fact this is probably the way the game was intended to be played).

And maybe a small warning that this disclaimer of things not becoming impossibly difficult only applies if the skills they are using are decently levelled for their level. If they level up to 20 by raising alchemy, speechcraft, and mercantile, all of which are majors, and don't touch any combat skills, then yeah, they're kinda screwed.

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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Wed Nov 09, 2011 2:39 am 
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Looking back on my first steps into Oblivion, which was my first TES game, I think an inventory management primer would have been useful. Maybe something that covered how the encumbrance system works, how to get a house or a safe chest for storing items, the relative merits of Feather and Fortify Strength as spell, enchantment, or potion effects and where to get them, and a note about value/weight ratios, so that new players don't lug around tan cups and bones for the first three hours of gameplay like I did.

Most of that stuff is well covered in the wiki, but sorting it into a FAQ is a good idea. I haven't seen the Morrowind Guide to which you refer, so I'm not sure this is what you're looking for; forgive me if I'm off point.


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 Post subject: Re: New to Oblivion: A Guide and FAQ for beginners
PostPosted: Fri Nov 11, 2011 6:33 am 
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Okay guys, thanks for all the info :mrgreen:. Jingleman, if you want to see the other Guide, check out my signature, it's the link at the bottom labelled Morrowind. That guide is still very early on in development though, I've basically taken a bunch of quotes from old threads and merged them, and will expand the entire article in a couple of weeks when my exams are over.

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